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  1. Location
    Stockholm, Sweden
    Posts
    904

    A* Pathfinding 2.9 Is Released (Unity 3 Compatible)

    Hi Everyone

    The A* Pathfinding Project version 2.9 has just been released, this is mostly a bug-fix update which addresses many known bugs.

    First of all Unity 3 Compatibility.
    Secondly, a bug which could cause units to stop getting path requests computed when a large number of units requested paths at the same time is now solved. The pathfinding query functions has been completely rewritten to use path queues which ensures all paths get computed in order.

    For those of you who don't know what the A* Pathfinding Project is:
    The A* Pathfinding Project is an easy to set up system for making pathfinding possible in your game.
    With it's blazing fast speed and high customisability it's a great choice for integrating pathfinding into your games.
    Read more here - http://arongranberg.com/unity/a-pathfinding/

    Download the new version at the project homepage - http://arongranberg.com/unity/a-pathfinding/

    Some features has been removed due to high crash-rate, multithreading and the beta version of navmesh saving.


    Cheers,
    Aron
    Attached Images  


  2. Posts
    427
    I'm excited! I'm currently using this (an older version, I believe) in a non-commercial project and I am beyond impressed.

    I personally wish Unity would buy this from you and incorporate it into their game engine. It's sad that such a great game engine lacks such a fundamental (and very hard to code) part of a game, such as pathfinding.

    Again, thanks so much for this hard work, and as soon as I need this in a commercial project, I'll fork over the money you want (and deserve) in a heart beat!


  3. Location
    Zürich, Switzerland
    Posts
    26,572
    Congrats on the great release


  4. Posts
    39
    Wheee, thanks for this. I recently mentioned a problem I was having with your (very, very impressive) navmesh generation in this thread, as we're currently trialing a number of engines and pathfinding is an important part of our project. I was amazed to see you'd included a quadtree optimizer, so have been experimenting with your system all day.

    Can you suggest any improvements to our workflow for generating a navmesh for something like a multi-floored building on a relatively large terrain? I haven't looked through the code yet, but would it be (relatively) simple to extend raycasts through walkable surfaces, for example to generate a mesh for a building with several stories and stairs, etc, in one pass/grid?

    Happy to see an update, and sorry to flood it with questions. Consider this a free thread-bump!


  5. Location
    Greece
    Posts
    387
    Nice.

    Are there any plans to reintroduce multithreading in a later version?


  6. Posts
    310
    thanks for the great work,all the time.


  7. Location
    UK
    Posts
    34
    Would I be right in saying that this should work for the iPhone version of unity also?

    Btw, it looks awesome
    Last edited by Tilluss; 11-17-2010 at 02:59 AM.
    - Tilluss


  8. Posts
    99
    I'm using mesh path and some links added manually and..

    Same problem liket the 2.8:


    if (Polygon.ContainsPoint (node.GetArea (),pos2D)) {
    minNode = node;
    minYDist = dist;
    }


    NullReferenceException: Object reference not set to an instance of an object
    AstarMath.Polygon.ContainsPoint (UnityEngine.Vector2[] polyPoints, Vector2 p)
    AstarPath.ToLocalTest2 (Vector3 pos, Boolean forceNodesUnder) (at Assets/Pathfinding/AstarPath.cs:709)
    AstarPath.ToLocal (Vector3 Vpos, Boolean forceNodesUnder) (at Assets/Pathfinding/AstarPath.cs:780)
    AstarPath.ToLocal (Vector3 Vpos) (at Assets/Pathfinding/AstarPath.cs:771)
    AstarPath.OnDrawGizmos () (at Assets/Pathfinding/AstarPath.cs:404)
    UnityEditor.DockArea:OnGUI()


    It happens when i connect 2 areas with a manual link creation. It seams that node.GetArea () return null.

    In the 2.5 t worked well. I connected 2 areas and more areas with a manual link. Since 2.8 it doesn't seem to work.

    Can you have a look please?

    Thank you
    Last edited by Goldrake; 11-17-2010 at 02:22 PM.


  9. Location
    United Kingdom
    Posts
    74
    Awesome work !!! I'll download it and try it out with Unity 3.1. Cheers mate !!!
    Anthony Baker [arbbot]
    Solutions Architect / Game Director & Developer
    Blog | Profile


  10. Location
    Stockholm, Sweden
    Posts
    904
    Hi

    It happens when i connect 2 areas with a manual link creation. It seams that node.GetArea () return null.

    In the 2.5 t worked well. I connected 2 areas and more areas with a manual link. Since 2.8 it doesn't seem to work.

    Can you have a look please?
    Oops, nasty bug. Sorry for re-updating the project again so soon, but well... it's better than having a known bug in the system.
    2.91 can be downloaded now!

    If anyone finds other bugs, please post them.

    -Aron


  11. Location
    Essex - UK
    Posts
    487
    Oh wow - thanks for this. I'll download and have a play with it over the weekend


  12. Location
    IE, LV
    Posts
    192
    oh, finally i am so happy, thank you, Aron!

    Edit: played around a little
    imports nicely on 3.1, all scenes works perfectly. Few duplicate scripts if copied over new default unity project, easy to trace, using console and delete. Deleted duplicate assets that came with this project and it was still working perfect. Yet to test something manual made, will report if any bugs here
    Last edited by raymix; 11-18-2010 at 09:59 AM.


  13. Posts
    99
    Well done at a first look it seems to work now, thank you
    I'll post yo other bugs if i'll find them


  14. Posts
    99
    Sturestone, i can't get a correct path with the navmesh (with the same object and links and areas with 2.5 it worked). I connected all the disconnected areas so now it's a full area but the points it gives me to reach the target are not correct and too far away. It doesn't give me the near one first. Do you want the mesh to test it?

    thank you


  15. Posts
    129
    i've looked a bit but i'm not seeing anything. is there a function to calculate the distance from the seeker to the target along the path, as opposed to in a straight line?


  16. Location
    Montréal Quebec
    Posts
    2,234
    Quote Originally Posted by teatime View Post
    i've looked a bit but i'm not seeing anything. is there a function to calculate the distance from the seeker to the target along the path, as opposed to in a straight line?
    I don't remember right now how did i figured out, i haven't used Aron's A* since a while but i remember doing this before.
    You must find out the list of walkable nodes (of the returned path) to the target, then:
    Code:  
    1. float dist = o;//distance
    2. foreach (node in WalkablesNodesToTarget)
    3. {
    4.     //sum of distances between each node to the target within the calculated (computed) path.
    5.     dist  += Vector3.Distance(node.position, target.position);
    6. }
    Take this as a pseudo-code and not as an exact answer by any means.
    Last edited by tatoforever; 11-19-2010 at 11:31 PM.
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  17. Posts
    129
    thanks, i'll give that a shot.


  18. Location
    Stockholm, Sweden
    Posts
    904
    Do you want the mesh to test it?
    Yeah, that would be appreciated,
    thanks.

    I don't remember right now how did i figured out, i haven't used Aron's A* since a while but i remember doing this before.
    Yup, that's about the right way to do it.
    First calculate the path, then calculate the length of it by adding the distances between the points.


  19. Location
    中国上海
    Posts
    81
    "AstarData settings disabled due to not functioning correctly"
    ....................
    would u fixed it in next version?
    i think it is very important,because the layer maybe used for rendering information setting or other logic,so it could not be "scan map on startup"


  20. Location
    Stockholm, Sweden
    Posts
    904
    "AstarData settings disabled due to not functioning correctly"
    ....................
    would u fixed it in next version?
    i think it is very important,because the layer maybe used for rendering information setting or other logic,so it could not be "scan map on startup"
    Don't know, working with serializing is not easy. I will see how it goes.
    In the meantime you can duplicate your models used for raycasting, put them in a different layer and destroy them on Start ()

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